Add a set of synchronization semaphores for the current frame.
Defined in <SDL3/SDL_render.h>
bool SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
SDL_Renderer * | renderer | the rendering context. |
Uint32 | wait_stage_mask | the VkPipelineStageFlags for the wait. |
Sint64 | wait_semaphore | a VkSempahore to wait on before rendering the current frame, or 0 if not needed. |
Sint64 | signal_semaphore | a VkSempahore that SDL will signal when rendering for the current frame is complete, or 0 if not needed. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
The Vulkan renderer will wait for wait_semaphore
before submitting rendering commands and signal signal_semaphore
after rendering commands are complete for this frame.
This should be called each frame that you want semaphore synchronization. The Vulkan renderer may have multiple frames in flight on the GPU, so you should have multiple semaphores that are used for synchronization. Querying SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the maximum number of semaphores you'll need.
It is NOT safe to call this function from two threads at once.
This function is available since SDL 3.1.3.